Created LevelSelectorState
- code removed from main.cpp and added into a new class
This commit is contained in:
273
src/states/LevelSelectorState.cpp
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273
src/states/LevelSelectorState.cpp
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// LevelSelectorState.cpp - Level selection popup state implementation
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#include "LevelSelectorState.h"
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#include "State.h"
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#include "../core/StateManager.h"
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#include "../graphics/Font.h"
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#include <SDL3/SDL.h>
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#include <algorithm>
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#include <cstdio>
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// Constants from main.cpp
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static constexpr int LOGICAL_W = 1200;
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static constexpr int LOGICAL_H = 1000;
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// Helper function to draw rectangles (matches main.cpp implementation)
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static void drawRect(SDL_Renderer *r, float x, float y, float w, float h, SDL_Color c)
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{
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SDL_SetRenderDrawColor(r, c.r, c.g, c.b, c.a);
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SDL_FRect fr{x, y, w, h};
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SDL_RenderFillRect(r, &fr);
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}
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LevelSelectorState::LevelSelectorState(StateContext& ctx) : State(ctx) {
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}
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void LevelSelectorState::onEnter() {
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hoveredLevel = ctx.startLevelSelection ? *ctx.startLevelSelection : 0;
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}
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void LevelSelectorState::onExit() {
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hoveredLevel = -1;
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}
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void LevelSelectorState::handleEvent(const SDL_Event& e) {
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if (e.type == SDL_EVENT_KEY_DOWN && !e.key.repeat) {
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// Arrow key navigation
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if (e.key.scancode == SDL_SCANCODE_LEFT) {
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hoveredLevel = (hoveredLevel - 1 + 20) % 20;
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if (ctx.startLevelSelection) *ctx.startLevelSelection = hoveredLevel;
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} else if (e.key.scancode == SDL_SCANCODE_RIGHT) {
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hoveredLevel = (hoveredLevel + 1) % 20;
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if (ctx.startLevelSelection) *ctx.startLevelSelection = hoveredLevel;
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} else if (e.key.scancode == SDL_SCANCODE_UP) {
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hoveredLevel = (hoveredLevel - 4 + 20) % 20;
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if (ctx.startLevelSelection) *ctx.startLevelSelection = hoveredLevel;
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} else if (e.key.scancode == SDL_SCANCODE_DOWN) {
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hoveredLevel = (hoveredLevel + 4) % 20;
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if (ctx.startLevelSelection) *ctx.startLevelSelection = hoveredLevel;
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} else if (e.key.scancode == SDL_SCANCODE_RETURN || e.key.scancode == SDL_SCANCODE_KP_ENTER) {
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selectLevel(hoveredLevel);
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} else if (e.key.scancode == SDL_SCANCODE_ESCAPE) {
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closePopup();
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}
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} else if (e.type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
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float mx = (float)e.button.x, my = (float)e.button.y;
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// Convert to logical coordinates
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// Note: This is simplified - in practice we'd need the same coordinate conversion as main.cpp
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float popupX, popupY, popupW, popupH;
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if (isMouseInPopup(mx, my, popupX, popupY, popupW, popupH)) {
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int clickedLevel = getLevelFromMouse(mx, my, popupX, popupY, popupW, popupH);
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if (clickedLevel >= 0 && clickedLevel < 20) {
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selectLevel(clickedLevel);
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}
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} else {
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// Click outside popup - close it
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closePopup();
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}
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} else if (e.type == SDL_EVENT_MOUSE_MOTION) {
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float mx = (float)e.motion.x, my = (float)e.motion.y;
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updateHoverFromMouse(mx, my);
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}
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}
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void LevelSelectorState::update(double frameMs) {
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// No continuous updates needed for level selector
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(void)frameMs;
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}
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void LevelSelectorState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logicalVP) {
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(void)logicalScale;
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(void)logicalVP;
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drawLevelSelectionPopup(renderer);
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}
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void LevelSelectorState::drawLevelSelectionPopup(SDL_Renderer* renderer) {
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if (!ctx.font) return;
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// Popup dims scale with logical size for responsiveness
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float popupW = 400, popupH = 300;
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float popupX = (LOGICAL_W - popupW) / 2;
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float popupY = (LOGICAL_H - popupH) / 2;
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// Compute content offset so popup centers the same way as other UI code
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if (SDL_Window* win = SDL_GetRenderWindow(renderer)) {
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int vw = 0, vh = 0;
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SDL_GetWindowSize(win, &vw, &vh);
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if (vw > 0 && vh > 0) {
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float contentScale = std::min((float)vw / (float)LOGICAL_W, (float)vh / (float)LOGICAL_H);
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float contentOffsetX = (vw - LOGICAL_W * contentScale) / (2.0f * contentScale);
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float contentOffsetY = (vh - LOGICAL_H * contentScale) / (2.0f * contentScale);
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popupX += contentOffsetX;
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popupY += contentOffsetY;
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}
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}
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// Draw the background picture stretched to full renderer viewport if available
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SDL_Rect vp{0,0,LOGICAL_W,LOGICAL_H};
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if (SDL_Window* win = SDL_GetRenderWindow(renderer)) {
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int vw = 0, vh = 0;
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SDL_GetWindowSize(win, &vw, &vh);
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if (vw > 0 && vh > 0) { vp.w = vw; vp.h = vh; }
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}
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if (ctx.backgroundTex) {
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// Dim the background by rendering it then overlaying a semi-transparent black rect
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SDL_FRect dst{0, 0, (float)vp.w, (float)vp.h};
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SDL_RenderTexture(renderer, ctx.backgroundTex, nullptr, &dst);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 160);
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SDL_FRect dim{0,0,(float)vp.w,(float)vp.h};
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SDL_RenderFillRect(renderer, &dim);
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} else {
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// Fallback to semi-transparent overlay
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 180);
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SDL_FRect overlay{0, 0, (float)vp.w, (float)vp.h};
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SDL_RenderFillRect(renderer, &overlay);
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}
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// Popup panel with border and subtle background
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drawRect(renderer, popupX-6, popupY-6, popupW+12, popupH+12, {90, 110, 140, 200}); // outer border
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drawRect(renderer, popupX-3, popupY-3, popupW+6, popupH+6, {30, 38, 60, 220}); // inner border
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drawRect(renderer, popupX, popupY, popupW, popupH, {18, 22, 34, 235}); // panel
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// Title (centered above the popup) - drawn above the box for clarity
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{
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const std::string title = "SELECT STARTING LEVEL";
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int titleW = 0, titleH = 0;
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ctx.font->measure(title, 2.4f, titleW, titleH);
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float titleX = popupX + (popupW - (float)titleW) / 2.0f;
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float titleY = popupY - (float)titleH - 28.0f;
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ctx.font->draw(renderer, titleX, titleY, title, 2.4f, {255, 220, 0, 255});
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}
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// Grid layout for levels: 4 columns x 5 rows
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int cols = 4, rows = 5;
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float padding = 32.0f;
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float gridW = popupW - padding * 2;
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float gridH = popupH - 80.0f; // leave less top space since title is above
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float cellW = gridW / cols;
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float cellH = std::min(96.0f, gridH / rows - 12.0f);
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// Add margin between cells
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float cellMargin = 8.0f;
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float actualCellW = cellW - cellMargin;
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float actualCellH = cellH - cellMargin;
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// Center the grid horizontally inside the popup and position slightly higher inside the box
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float gridStartX = popupX + padding;
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float gridStartY = popupY + padding/2.0f;
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int selectedLevel = ctx.startLevelSelection ? *ctx.startLevelSelection : 0;
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for (int level = 0; level < 20; level++) {
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int row = level / cols;
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int col = level % cols;
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float cx = gridStartX + col * cellW + cellMargin/2.0f;
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float cy = gridStartY + row * (cellH + 12.0f) + cellMargin/2.0f;
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bool isSelected = (level == selectedLevel);
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bool isHovered = (level == hoveredLevel);
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// Button background with thicker border and inner box for a box-style look
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const float btnPadX = 24.0f; // increased padding inside each button horizontally
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const float btnPadY = 16.0f; // increased padding vertically
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// Outer border
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SDL_Color borderCol = isHovered && !isSelected ? SDL_Color{120,140,190,255} : SDL_Color{40,50,70,200};
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drawRect(renderer, cx, cy, actualCellW, actualCellH, borderCol);
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// Inner background - make selected background match the button size
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SDL_Color inner = isSelected ? SDL_Color{255, 220, 0, 255} : SDL_Color{50,60,84,255};
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if (!isSelected && isHovered) inner = SDL_Color{90,110,150,255};
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drawRect(renderer, cx + 2, cy + 2, actualCellW - 4, actualCellH - 4, inner);
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// Level label centered using font.measure for accurate centering
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char levelStr[8];
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snprintf(levelStr, sizeof(levelStr), "%d", level);
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int txtW = 0, txtH = 0;
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ctx.font->measure(levelStr, 1.8f, txtW, txtH);
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float tx = cx + (actualCellW - (float)txtW) / 2.0f;
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float ty = cy + (actualCellH - (float)txtH) / 2.0f;
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// Text color: black on selected (yellow), white on others
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SDL_Color fg = isSelected ? SDL_Color{0, 0, 0, 255} : SDL_Color{240, 240, 245, 255};
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ctx.font->draw(renderer, tx, ty, levelStr, 1.8f, fg);
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}
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// Instructions below the popup box (centered)
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{
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const std::string instr = "CLICK A LEVEL TO SELECT • ESC = CANCEL";
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int instrW = 0, instrH = 0;
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ctx.font->measure(instr, 1.0f, instrW, instrH);
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float instrX = popupX + (popupW - (float)instrW) / 2.0f;
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float instrY = popupY + popupH + 40.0f; // below the box with larger padding
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ctx.font->draw(renderer, instrX, instrY, instr, 1.0f, {200,200,220,255});
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}
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}
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bool LevelSelectorState::isMouseInPopup(float mouseX, float mouseY, float& popupX, float& popupY, float& popupW, float& popupH) {
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popupW = 400;
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popupH = 300;
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popupX = (LOGICAL_W - popupW) / 2;
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popupY = (LOGICAL_H - popupH) / 2;
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// Note: This is simplified coordinate conversion - in practice we'd need the same logic as main.cpp
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return mouseX >= popupX && mouseX <= popupX + popupW && mouseY >= popupY && mouseY <= popupY + popupH;
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}
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int LevelSelectorState::getLevelFromMouse(float mouseX, float mouseY, float popupX, float popupY, float popupW, float popupH) {
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int cols = 4, rows = 5;
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float padding = 32.0f;
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float gridW = popupW - padding * 2;
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float gridH = popupH - 80.0f;
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float cellW = gridW / cols;
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float cellH = std::min(96.0f, gridH / rows - 12.0f);
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float cellMargin = 8.0f;
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float actualCellW = cellW - cellMargin;
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float actualCellH = cellH - cellMargin;
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float gridStartX = popupX + padding;
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float gridStartY = popupY + padding/2.0f;
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if (mouseX >= gridStartX && mouseY >= gridStartY) {
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int col = int((mouseX - gridStartX) / cellW);
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int row = int((mouseY - gridStartY) / (cellH + 12.0f));
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if (col >= 0 && col < cols && row >= 0 && row < rows) {
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// Check if mouse is within the actual cell area (accounting for margins)
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float cellX = gridStartX + col * cellW + cellMargin/2.0f;
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float cellY = gridStartY + row * (cellH + 12.0f) + cellMargin/2.0f;
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if (mouseX >= cellX && mouseX <= cellX + actualCellW &&
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mouseY >= cellY && mouseY <= cellY + actualCellH) {
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int level = row * cols + col;
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if (level < 20) return level;
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}
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}
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}
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return -1;
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}
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void LevelSelectorState::updateHoverFromMouse(float mouseX, float mouseY) {
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float popupX, popupY, popupW, popupH;
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if (isMouseInPopup(mouseX, mouseY, popupX, popupY, popupW, popupH)) {
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hoveredLevel = getLevelFromMouse(mouseX, mouseY, popupX, popupY, popupW, popupH);
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} else {
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hoveredLevel = -1;
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}
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}
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void LevelSelectorState::selectLevel(int level) {
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if (ctx.startLevelSelection) {
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*ctx.startLevelSelection = level;
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}
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// Transition back to menu
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if (ctx.stateManager) {
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ctx.stateManager->setState(AppState::Menu);
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}
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}
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void LevelSelectorState::closePopup() {
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// Transition back to menu without changing level
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if (ctx.stateManager) {
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ctx.stateManager->setState(AppState::Menu);
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}
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}
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25
src/states/LevelSelectorState.h
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25
src/states/LevelSelectorState.h
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// LevelSelectorState.h - Level selection popup state
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#pragma once
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#include "State.h"
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class LevelSelectorState : public State {
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public:
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explicit LevelSelectorState(StateContext& ctx);
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void onEnter() override;
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void onExit() override;
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void handleEvent(const SDL_Event& e) override;
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void update(double frameMs) override;
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void render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logicalVP) override;
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private:
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int hoveredLevel = -1; // -1 = none, 0..19 = hovered level
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// Helper functions
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void drawLevelSelectionPopup(SDL_Renderer* renderer);
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bool isMouseInPopup(float mouseX, float mouseY, float& popupX, float& popupY, float& popupW, float& popupH);
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int getLevelFromMouse(float mouseX, float mouseY, float popupX, float popupY, float popupW, float popupH);
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void updateHoverFromMouse(float mouseX, float mouseY);
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void selectLevel(int level);
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void closePopup();
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};
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@ -138,13 +138,7 @@ void MenuState::render(SDL_Renderer* renderer, float logicalScale, SDL_Rect logi
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menu_drawMenuButton(renderer, *ctx.pixelFont, btnX + btnW * 0.6f, btnY, btnW, btnH, std::string(levelBtnText), SDL_Color{40,140,240,255}, SDL_Color{20,100,200,255});
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}
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// Popups (level/settings) if requested
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if (ctx.showLevelPopup && *ctx.showLevelPopup) {
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// call wrapper which will internally draw on top of current content
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// prefer pixelFont for retro look
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FontAtlas* useFont = ctx.pixelFont ? ctx.pixelFont : ctx.font;
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menu_drawLevelSelectionPopup(renderer, *useFont, ctx.backgroundTex, ctx.startLevelSelection ? *ctx.startLevelSelection : 0);
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}
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// Popups (settings only - level popup is now a separate state)
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if (ctx.showSettingsPopup && *ctx.showSettingsPopup) {
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menu_drawSettingsPopup(renderer, *ctx.font, ctx.musicEnabled ? *ctx.musicEnabled : false);
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}
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@ -43,7 +43,6 @@ struct StateContext {
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int* startLevelSelection = nullptr;
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int* hoveredButton = nullptr;
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// Menu popups (exposed from main)
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bool* showLevelPopup = nullptr;
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bool* showSettingsPopup = nullptr;
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bool* showExitConfirmPopup = nullptr; // If true, show "Exit game?" confirmation while playing
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// Pointer to the application's StateManager so states can request transitions
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